It been over a year since the last release, and it's time to release another version for everyone to play. The mod is still in the beta phase as not everything is completed and some areas are still previews and WIP, but we felt the mod was in good enough shape to create this version.

So what is new in version 1.06?

- Elven Faction has been split into 3 parts - Rivendell, Lothlorien, Mirkwood (Mirkwood still not playable as the base)
- A large number of new maps have been added (custom maps, converted BFME1 maps, etc.)
- The Leadership system has been revamped
- Balance has been completely redone
- All heroes now have their own powers and abilities. The blue wizards are as complete as Gandalf and Saruman.
- Many new models have been added outside of the Elves. The Radagast, Romestamo, & Morinehtar have their own models, as well as many others that you'll find as you explore
- Nearly all new structures have normal maps applied to them, bringing out all of their detail to the fullest extent
- Some new skins for the Dwarves have been added
- Goblins now will come without armor and will gain armor as you upgrade them
- The AI for Elves, Arnor, MotE, & Rohan has been added on any map that has the camera sytem
- The AI now puchases the spells the way they should from their pp tree
- MotE have a completely new pp tree
- and so much more

Elves:
By the onset of the third age, three main regions of elven settlement remained in Rivendell, Lothlorien, and Mirkwood. 1.06 allows you to play as these factions individually and together, by choosing elves as the faction when setting up the game. Choose carefully, as each elvish force is suited to a particular style of battle.

At the start of the game, you will begin with an unbuilt fortress. Clicking the fortress allows you to choose either Lothlorien or Rivendell. (Unfortunately choosing Mirkwood is not available in version 1.06 as the mod is a work in progress and the faction's structures have not been completed.) Once the fortress is built you will be able to build your structures from your porter.

All elven fortresses, with the exception of the Noldehil, are recruited from a training grounds. This is a structure which can be upgraded to specialize in a choice of combat disciplines, allowing more skilled troops to be trained. The Rivendell trianing grounds allows the training of barracks units when built, and can be ugpraded with either an archery range or a stable. The Lothlorien training ground allows the training of archers when built, and can be upgraded with either a barracks or a stable.

The Elven kingdoms will ride to the aid of another, should it be assaulted by the enemy. You can summon the aid of troops from the two elven regions which you did not choose at the start of the game by lighting the beacom on the fortress.

Mapping:
Mapping has always been an important aspect of the mod, starting with the first RJ maps to mix BFME1 and BFME2 gameplay. With version 1.06 not only are we adding 20+ skirmish maps, but we are laying the groundwork for 2 very important areas: a new living, WotR map and campaigns. A very important note, almost every in-game image in this update was taken during regular gameplay. There were no additional camera animations to obtain these shots, just regular gameplay.

Among the maps included in this update are: A scaled version of Minas Tirith, Cair Andros, Osgiliath, Tolfalas, The Lonely Mountain, Dol Amroth, Lake Evendim, Hobbiton, Fords of Bruinen, Lanthir Lamath, Brethil, Combe Valley, and more. Most of the maps are built from scratch, though there are a few converted skirmish maps from existing campaign maps. Also, there a number of BFME1 maps will be converted and included with AI and RJ features.

You'll also get a preview of the new living map, which has more than 100 territories split across 10 regions. Almost all of the territories from BFME1's campaign, BFME2, and more have been added. This alone has become one of the largest projects for BFME, but it has been incredible to work on with the mapping team.

As for the campaign, you will not see much work on the campaign in 1.06. You'll still have the first 10 maps of the non-linear campaign and a preview of the good linear campaign. 1.06 is all about laying the ground-work for the campaign, from splitting up the Elves to their respective locales to expanding up different aspects of each faction to finally the maps where the battles/action will take place. Many of the new maps will take a central role in one if not more of the campaigns

Those are the big areas of change in 1.06. check out the news items to follow any other changes that have not been outlined here.

A huge thanks goes out to the team, the beta testers, and all those who've donated to the mod. The credits file and the credits on the site will have everything listed out.

Thank you for playing,
Robert J.

Terms of Use:
Many items found in the mod are not my creation and thus I cannot give permission for their use. Check the credits for who to contact if seeking permission. At this time no one is allowed to use items found within the mod for another public mod witout the express permission given by Robert J./robnkarla. This will change once the mod is complete, but until then nothing can be used elsewhere without consent.

Comments

Great mod :D. I have a couple of issues though, and I hope you guys hear me out

1. The Mumakil got a size buff, but they still seem far too weak. I think it would be better for "realism"( plus it would be much more awesome imo) if their resistance to swords/pikes was heavily buffed, as well as (crucially) their cost. It just saddens me to see a beast like a Mumakil die so easily. It should be a mission to get, and a mission to take down, imo. Weakness to fire arrows and siege weapons alone seem enough to me.

2. It feels like Radagast does not get an armor nerf while he is on his eagle. This seems a bit op to me (since he can only be hit by arrows on his Eagle).

Hello all! I am also very new to Third Age, but this mod was great! I really just wish I had a working version of the living world map! I noticed on another page there were instructions left on how to fix the map, but I have absolutely no idea what I'm doing when it comes to coding ini's. :( Is there any way someone could send me their fixed version or post it here? Thank you.

And once again thank you to RJ for this amazing mod. It's the best out there that I have tried so far.

I need to say that this mod is amazing however the rj preveiw war of ring mostly dint work however i have managed to make most of it work editing the ini and putting in some custom maps only about 6 territries need filling now which iam working on but once i have finished putting the maps in and completing the maps should i put it on here as a mod or how should i as i dont want it to be classed as copy right thing if i did post it i want to say that i take no credit for the mod only a few maps and code changing that i did for the war of ring mode to make it work. plz reply to this message iam new to this website and dont know realy how to talk to people apart from these forums.

Hey just to let every here know, RJ's personal life has taken over. He wants to return to the mod, but just does not have the time. The chances of him returning to the mod are very slim and the team will not continue without him, sorry guys. :/ and @ hayobem, to get the Nazgul on fellbests you have to do the upgrade, recruit a Nazgul, then make it die in battle and recruit it again to get the fellbeast. A bit long, yes, but it represents how when the Nazgul's horse dies and then it returns on a fellbeast. :)

I play a lot of mods but i alway end up installing this one back. Even though its not done. evil men, rohan, and arnor AI dont work on some maps. The game offer some serious work out Mordor and golins spam endless amount of troops there seige can rip through towers in a flash. you are constantly on defensive. Well its good for a not complete mod.

hello I dont know if I should post this message here or in the forums but can someone help me when I buy the upgrade to mount the nazgul on felbeasts nothing happens what do I need to do to get them mounted thanks.

The mod is amazing but totally ruined by over powered, please can you make them have a lot less armor and health in next release.
now the are no in game tactics. just creating all the heroes as quick as you can it really needs sorting out......